littlejsengine 1.26.1 → 1.27.0

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@@ -35,7 +35,7 @@ const engineName = 'LittleJS';
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  * @type {string}
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  * @default
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  * @memberof Engine */
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- const engineVersion = '1.26.1';
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+ const engineVersion = '1.27.0';
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  /** Frames per second to update
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  * @type {number}
@@ -200,6 +200,10 @@ let engineCollideGridMin = 64;
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  // everything
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  let engineCollideGrid;
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+ // where each object that collides with solids was before this frame's moves, kept only when a one way solid is among
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+ // them, so a one way test goes by where both were whichever of the two updates first
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+ let engineObjectsOneWayStart;
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+
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  // the grid of a list of solids, its cells about twice a typical solid so most are in one to four
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  function engineCollideGridBuild(list)
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  {
@@ -960,19 +964,36 @@ function engineObjectsUpdate()
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  // every frame makes this function deoptimize again and again in a game with no grid
961
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  if (engineObjectsCollideStaticLast.length >= engineCollideGridMin)
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  engineCollideGrid = {list: engineObjectsCollideStaticLast, built: undefined};
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+ // written only when there is a one way solid, as the grid is
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+ if (engineObjectsCollide.some((o)=> o.oneWay))
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+ engineObjectsOneWayStart = new Map(engineObjectsCollide.map((o)=> [o, o.pos.copy()]));
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964
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  // update physics before object update, each solid put where it moved to in the grid, for the movers after it;
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  // the grid is let go even when a callback throws, so an updatePhysics called before the next update checks all
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+ // a one way solid with no mass moves first, nothing pushes it, so what lands on it or passes up through it sees it
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+ // where it is now and where it was, whatever the render order
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+ const oneWayFirst = (o)=> o.oneWay && !o.mass;
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  try
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  {
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+ if (engineObjectsOneWayStart)
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+ for (const o of engineObjects)
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+ if (!o.parent && !o.destroyed && oneWayFirst(o))
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+ {
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+ o.updatePhysics();
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+ engineCollideGrid?.built && engineCollideGridPlace(engineCollideGrid.built, o);
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+ }
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  for (const o of engineObjects)
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- if (!o.parent && !o.destroyed)
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+ if (!o.parent && !o.destroyed && !(engineObjectsOneWayStart && oneWayFirst(o)))
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  {
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  o.updatePhysics();
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  engineCollideGrid?.built && engineCollideGridPlace(engineCollideGrid.built, o);
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  }
974
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  }
975
- finally { engineCollideGrid && (engineCollideGrid = undefined); }
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+ finally
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+ {
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+ engineCollideGrid && (engineCollideGrid = undefined);
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+ engineObjectsOneWayStart && (engineObjectsOneWayStart = undefined);
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+ }
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  // recursive object update: the children are walked from a copy on a shared stack, since a child that
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  // destroys itself leaves its parent's list on the spot and the next child would slide past the loop
@@ -3796,6 +3817,110 @@ function setDebugTweakables(show=true) { debugTweakables = show; }
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  * - Objects sorted by renderOrder for layered rendering
3797
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  */
3798
3819
 
3820
+ // a one way solid lets a box at from pass, when it was not wholly on the solid's far side, the way it is passed
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+ // through; both are where they were before this frame's moves, so it does not matter which updated first
3822
+ function engineObjectOneWayPass(solid, solidPos, from, fromSize)
3823
+ {
3824
+ const way = solid.oneWay, size = solid.size, epsilon = 1e-3;
3825
+ return way.x > .5 ? from.x - fromSize.x/2 < solidPos.x + size.x/2 - epsilon :
3826
+ way.x < -.5 ? from.x + fromSize.x/2 > solidPos.x - size.x/2 + epsilon :
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+ way.y > .5 ? from.y - fromSize.y/2 < solidPos.y + size.y/2 - epsilon :
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+ from.y + fromSize.y/2 > solidPos.y - size.y/2 + epsilon;
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+ }
3830
+
3831
+ // where a move from start to end goes into the cell at its corner, the first point of it inside the cell's box, and
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+ // whether it goes in through a side, x, or the top or bottom, the axis whose slab it enters last; one starting on a
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+ // face is on that face, as its entry there is 0 and the other's is before it
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+ function engineObjectRayEntry(start, end, cell)
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+ {
3836
+ const dx = end.x - start.x, dy = end.y - start.y;
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+ const tx = dx ? min((cell.x - start.x) / dx, (cell.x + 1 - start.x) / dx) : -Infinity;
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+ const ty = dy ? min((cell.y - start.y) / dy, (cell.y + 1 - start.y) / dy) : -Infinity;
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+ const t = clamp(max(tx, ty));
3840
+ return {pos: vec2(start.x + dx*t, start.y + dy*t), side: tx >= ty};
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+ }
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+
3843
+ // a bullet's move from one point to another through the tiles: the first tile its collideWithTile takes, nearest
3844
+ // first across the solid layers, with where the move goes into it, the face's normal and the layer; undefined for none
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+ // - the cell it starts in, a hair back along its move so one stopped on a tile's face going into it is outside, is not
3846
+ // tested, so it moves out of a tile it is inside, as a box that starts in one does, and a tile after it still stops it
3847
+ // - collideWithTile is asked with the bullet where the move goes into the tile
3848
+ // - only the stretches of the move near a solid layer are walked, nearest first and joined where they meet, so a long
3849
+ // move through empty space, or between layers far apart, costs nothing; the layers are whole numbers, so the cells
3850
+ // are the same as over the whole move
3851
+ /** @param {EngineObject} object
3852
+ * @param {Vector2} from
3853
+ * @param {Vector2} to
3854
+ * @return {{pos: Vector2, normal: Vector2, layer: TileCollisionLayer}|undefined} */
3855
+ function engineObjectBulletSweep(object, from, to)
3856
+ {
3857
+ const move = to.subtract(from), length = move.length();
3858
+ if (!length) return;
3859
+ const back = from.subtract(move.scale(1e-6 / length)), startX = floor(back.x), startY = floor(back.y);
3860
+
3861
+ /** @type {{pos: Vector2, normal: Vector2, layer: TileCollisionLayer}|undefined} */
3862
+ let hit;
3863
+ const testCell = (cell)=>
3864
+ {
3865
+ // a bullet its collideWithTile destroyed is asked about nothing more
3866
+ if (cell.x === startX && cell.y === startY || object.destroyed) return false;
3867
+ for (const layer of tileCollisionLayers)
3868
+ {
3869
+ if (!layer.isSolid) continue;
3870
+ const x = cell.x - layer.pos.x, y = cell.y - layer.pos.y;
3871
+ if (x < 0 || y < 0 || x >= layer.size.x || y >= layer.size.y) continue;
3872
+ const data = layer.collisionData[y*layer.size.x + x];
3873
+ if (!data || tileCollisionOneWayPass(layer, x, y, from.x, from.y)) continue;
3874
+ const tilePos = vec2(cell.x, cell.y), entry = engineObjectRayEntry(from, to, tilePos);
3875
+ object.pos = entry.pos;
3876
+ if (!object.collideWithTile(data, tilePos))
3877
+ {
3878
+ if (object.destroyed) return false; // nor the other layers' tiles in this cell
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+ continue;
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+ }
3881
+ const normal = entry.side ? vec2(-sign(move.x), 0) : vec2(0, -sign(move.y));
3882
+ hit = {pos: entry.pos, normal, layer};
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+ return true;
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+ }
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+ return false;
3886
+ };
3887
+
3888
+ const stretches = [];
3889
+ for (const layer of tileCollisionLayers)
3890
+ {
3891
+ if (!layer.isSolid) continue;
3892
+ tileCollisionAssertWhole(layer);
3893
+ let t0 = 0, t1 = 1;
3894
+ for (const [p, d, a, b] of [[from.x, move.x, layer.pos.x - 1, layer.pos.x + layer.size.x + 1],
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+ [from.y, move.y, layer.pos.y - 1, layer.pos.y + layer.size.y + 1]])
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+ {
3897
+ if (!d)
3898
+ {
3899
+ if (p < a || p > b) t0 = 2;
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+ continue;
3901
+ }
3902
+ const u = (a - p) / d, v = (b - p) / d;
3903
+ t0 = max(t0, min(u, v)), t1 = min(t1, max(u, v));
3904
+ }
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+ t0 < t1 && stretches.push([t0, t1]);
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+ }
3907
+ stretches.sort((a, b)=> a[0] - b[0]);
3908
+ const at = (t)=> t <= 0 ? from : t >= 1 ? to : from.add(move.scale(t));
3909
+ for (let i = 0; i < stretches.length && !hit;)
3910
+ {
3911
+ const [t0] = stretches[i];
3912
+ let t1 = stretches[i][1];
3913
+ while (++i < stretches.length && stretches[i][0] <= t1)
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+ t1 = max(t1, stretches[i][1]);
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+ lineTest(at(t0), at(t1), testCell);
3916
+ }
3917
+ return hit;
3918
+ }
3919
+
3920
+ // where an object was before this frame's moves, for a one way test: kept by the update when a one way solid is in
3921
+ // it, or where it is when updatePhysics is called on its own
3922
+ function engineObjectStartPos(o) { return engineObjectsOneWayStart?.get(o) || o.pos; }
3923
+
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3924
  /**
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3925
  * LittleJS Object Base Object Class
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3926
  * - Top level object class used by the engine
@@ -3907,9 +4032,27 @@ class EngineObject
3907
4032
  this.children = [];
3908
4033
  /** @property {boolean} - Limit object speed along x and y axis */
3909
4034
  this.clampSpeed = true;
4035
+ /** @property {boolean} - Move through the tiles as a point along a ray, so it can not pass through one at
4036
+ * any speed, for small fast things like bullets: its speed is not held to objectMaxSpeed for the tiles,
4037
+ * collideWithTile is asked with this.pos where the ray goes into the tile, and on a hit it stops at the
4038
+ * surface, bounces off it by restitution and goes on with the rest of its move, so it slides along a floor
4039
+ * - Its collision with solid objects is the usual one, so one with a size that collides with them is still held
4040
+ * to objectMaxSpeed; one of no size is not, it never collides with them
4041
+ * - this.pos is set for each tile asked about and put where the move ends after, so a change collideWithTile
4042
+ * makes to it is not kept; move it after the physics, in update
4043
+ * - Once destroyed, as by its own collideWithTile, it is asked about no more tiles that frame, where an object
4044
+ * that is not a bullet still is */
4045
+ this.isBullet = false;
3910
4046
  /** @property {EngineObject|undefined} - Object we are standing on, if any
3911
4047
  * @type {EngineObject|undefined} */
3912
4048
  this.groundObject = undefined;
4049
+ /** @property {Vector2|undefined} - Makes a solid object one way, like a platform jumped up through: up, down,
4050
+ * left or right, the way others pass through it; it blocks only what was wholly on its far side before it
4051
+ * moved, or stood on it, and the rest are not stopped or asked through collideWithObject; with no mass it
4052
+ * moves before the other objects each frame, so a lift works the same at any render order; tiles are made one
4053
+ * way by the layer's setOneWay
4054
+ * @type {Vector2|undefined} */
4055
+ this.oneWay = undefined;
3913
4056
 
3914
4057
  // parent child system
3915
4058
  /** @property {EngineObject|undefined} - Parent of object if in local space
@@ -3997,7 +4140,8 @@ class EngineObject
3997
4140
  // limit max speed to prevent missing collisions, after gravity so no move is past it, only for what collides:
3998
4141
  // with solids, or with tiles while it has a mass, which tile collision needs; anything else moves as fast as
3999
4142
  // it is told
4000
- if (this.clampSpeed && enablePhysicsSolver && (this.collideSolidObjects || this.collideLevel && this.mass))
4143
+ if (this.clampSpeed && enablePhysicsSolver &&
4144
+ (this.collideSolidObjects && this.size.x && this.size.y || this.collideLevel && this.mass && !this.isBullet))
4001
4145
  {
4002
4146
  this.velocity.x = clamp(this.velocity.x, -objectMaxSpeed, objectMaxSpeed);
4003
4147
  this.velocity.y = clamp(this.velocity.y, -objectMaxSpeed, objectMaxSpeed);
@@ -4012,6 +4156,7 @@ class EngineObject
4012
4156
  // which way is down for this object, a negative gravityScale falls up and lands on ceilings
4013
4157
  const gravityY = this.gravityScale < 0 ? -gravity.y : gravity.y;
4014
4158
  const wasFalling = this.velocity.y < 0 && gravityY < 0 || this.velocity.y > 0 && gravityY > 0;
4159
+ const wasOn = this.groundObject; // a one way solid it stood on still holds it
4015
4160
  if (this.groundObject)
4016
4161
  {
4017
4162
  // apply friction in local space of ground object
@@ -4038,6 +4183,11 @@ class EngineObject
4038
4183
  // check collision
4039
4184
  if (!this.isOverlappingObject(o)) continue;
4040
4185
 
4186
+ // a one way solid lets through what was not wholly on its far side before it moved, either way round
4187
+ if (o.oneWay && wasOn !== o && engineObjectOneWayPass(o, engineObjectStartPos(o), oldPos, this.size))
4188
+ continue;
4189
+ if (this.oneWay && engineObjectOneWayPass(this, oldPos, engineObjectStartPos(o), o.size)) continue;
4190
+
4041
4191
  // each moving object checks its own contacts, so a pair the other one already asked about this frame
4042
4192
  // is not asked twice: left overlapping, ignored or only nudged apart it is skipped, and one both said
4043
4193
  // to resolve, pushed back together since, is resolved again
@@ -4172,71 +4322,121 @@ class EngineObject
4172
4322
  }
4173
4323
  if (this.collideLevel)
4174
4324
  {
4175
- // check collision against tiles
4176
- const hitLayer = tileCollisionTest(this.pos, this.size, this);
4177
- if (hitLayer)
4325
+ // check collision against tiles, one way tiles go by where it was; put back after, a callback may throw
4326
+ const fromObject = tileCollisionFromObject, fromPos = tileCollisionFromPos;
4327
+ tileCollisionFromObject = this, tileCollisionFromPos = oldPos;
4328
+ try
4178
4329
  {
4179
- // if already was stuck in collision, don't do anything
4180
- // this should not happen unless something starts in collision
4181
- if (!tileCollisionTest(oldPos, this.size, this))
4182
- {
4183
- // test which side we bounced off (or both if a corner)
4184
- const isBlockedX = tileCollisionTest(vec2(this.pos.x, oldPos.y), this.size, this);
4185
- const isBlockedY = tileCollisionTest(vec2(oldPos.x, this.pos.y), this.size, this);
4186
- const restitution = max(this.restitution, hitLayer.restitution);
4187
- if (isBlockedX)
4188
- {
4189
- // a ledge caught less than maxMove below its top lifts the object onto it instead of stopping it,
4190
- // down off a ceiling ledge when gravity points up; zero gravity counts as down
4191
- const epsilon = 1e-3;
4192
- const maxMove = .1;
4193
- const y = gravityY > 0 ?
4194
- ceil( oldPos.y+this.size.y/2-1) - this.size.y/2 - epsilon :
4195
- floor(oldPos.y-this.size.y/2+1) + this.size.y/2 + epsilon;
4196
- if (abs(y - this.pos.y) < maxMove && !tileCollisionTest(vec2(this.pos.x, y), this.size, this))
4197
- {
4198
- this.pos.y = y;
4199
- debugPhysics && debugRect(this.pos, this.size, '#ff0', 0, 0, false, false);
4200
- return;
4201
- }
4330
+ this.isBullet ? this.updatePhysicsBullet(oldPos, gravityY, wasFalling) :
4331
+ this.updatePhysicsTiles(oldPos, gravityY, wasFalling);
4332
+ }
4333
+ finally { tileCollisionFromObject = fromObject, tileCollisionFromPos = fromPos; }
4334
+ }
4335
+ }
4202
4336
 
4203
- // move against the wall and bounce, its side on the tile edge it moved toward, rounded in the
4204
- // layer's space as its collision test is; back to its previous X when that spot is not clear
4205
- const snapEpsilon = .0001, layerX = hitLayer.pos.x, offsetX = this.size.x/2 + snapEpsilon;
4206
- // never back past where it was: a leading edge already on a grid line would step back by
4207
- // the epsilon and take its trailing edge into the tile behind, which nothing tests, since
4208
- // only X is blocked; between there and the wall it covers no column it did not cover before
4209
- const movingLeft = this.pos.x < oldPos.x;
4210
- const snap = layerX + (movingLeft ?
4211
- floor(oldPos.x - layerX - this.size.x/2) + offsetX :
4212
- ceil( oldPos.x - layerX + this.size.x/2) - offsetX);
4213
- const x = movingLeft ? min(snap, oldPos.x) : max(snap, oldPos.x);
4214
- this.pos.x = tileCollisionTest(vec2(x, oldPos.y), this.size, this) ? oldPos.x : x;
4215
- this.velocity.x *= -restitution;
4216
- }
4217
- if (isBlockedY || !isBlockedX)
4337
+ // a bullet's move from oldPos through the tiles, as a point along a ray, called by updatePhysics
4338
+ /** @private */
4339
+ updatePhysicsBullet(oldPos, gravityY, wasFalling)
4340
+ {
4341
+ // up to three legs: the move, then what is left of it after each hit, along the surface or bounced off it as
4342
+ // its velocity is, so one rolling along the floor under gravity keeps going as a box does
4343
+ let from = oldPos, to = this.pos.copy();
4344
+ for (let leg = 0; leg < 3; ++leg)
4345
+ {
4346
+ const hit = engineObjectBulletSweep(this, from, to);
4347
+ if (!hit)
4348
+ {
4349
+ this.pos = to;
4350
+ break;
4351
+ }
4352
+
4353
+ // stop at the surface, a hair off it, more than a one way tile's margin, so going on along a ceiling a
4354
+ // one way tile it rose through lets it on; bounce off it by the more bouncy of it and the layer
4355
+ const {normal, layer} = hit, restitution = max(this.restitution, layer.restitution);
4356
+ const stop = hit.pos.add(normal.scale(2e-3));
4357
+ const into = this.velocity.dot(normal);
4358
+ if (into < 0)
4359
+ this.velocity = this.velocity.subtract(normal.scale(into * (1 + restitution)));
4360
+ if (normal.y * gravityY < 0 && wasFalling) // landed, against its gravity
4361
+ this.groundObject = layer;
4362
+ this.pos = stop;
4363
+
4364
+ // the rest of the move from there, turned the same way; none once its callback destroyed it
4365
+ const rest = to.subtract(hit.pos), restInto = rest.dot(normal);
4366
+ const next = stop.add(restInto < 0 ? rest.subtract(normal.scale(restInto * (1 + restitution))) : rest);
4367
+ if (this.destroyed || next.distanceSquared(stop) < 1e-12) break;
4368
+ from = stop, to = next;
4369
+ }
4370
+ debugPhysics && debugPoint(this.pos, '#f00', undefined, undefined, false);
4371
+ }
4372
+
4373
+ // resolve the tile collision of a move from oldPos, called by updatePhysics
4374
+ /** @private */
4375
+ updatePhysicsTiles(oldPos, gravityY, wasFalling)
4376
+ {
4377
+ const hitLayer = tileCollisionTest(this.pos, this.size, this);
4378
+ if (hitLayer)
4379
+ {
4380
+ // if already was stuck in collision, don't do anything
4381
+ // this should not happen unless something starts in collision
4382
+ if (!tileCollisionTest(oldPos, this.size, this))
4383
+ {
4384
+ // test which side we bounced off (or both if a corner)
4385
+ const isBlockedX = tileCollisionTest(vec2(this.pos.x, oldPos.y), this.size, this);
4386
+ const isBlockedY = tileCollisionTest(vec2(oldPos.x, this.pos.y), this.size, this);
4387
+ const restitution = max(this.restitution, hitLayer.restitution);
4388
+ if (isBlockedX)
4389
+ {
4390
+ // a ledge caught less than maxMove below its top lifts the object onto it instead of stopping it,
4391
+ // down off a ceiling ledge when gravity points up; zero gravity counts as down
4392
+ const epsilon = 1e-3;
4393
+ const maxMove = .1;
4394
+ const y = gravityY > 0 ?
4395
+ ceil( oldPos.y+this.size.y/2-1) - this.size.y/2 - epsilon :
4396
+ floor(oldPos.y-this.size.y/2+1) + this.size.y/2 + epsilon;
4397
+ if (abs(y - this.pos.y) < maxMove && !tileCollisionTest(vec2(this.pos.x, y), this.size, this))
4218
4398
  {
4219
- // adjust position to slightly away from the nearest tile, the floor or the ceiling it moved
4220
- // toward, which prevents a gap between them; rounded in the layer's space as its collision
4221
- // test is, or a bottom a hair below a grid line would round to the row under it, inside the
4222
- // floor, and fall through; back to its previous Y when that spot is not clear
4223
- const epsilon = .0001;
4224
- const offset = this.size.y/2 + epsilon;
4225
- const layerY = hitLayer.pos.y;
4226
- const y = layerY + (this.pos.y < oldPos.y ?
4227
- floor(oldPos.y - layerY - this.size.y/2) + offset :
4228
- ceil( oldPos.y - layerY + this.size.y/2) - offset);
4229
- const isClear = this.pos.y !== oldPos.y && !tileCollisionTest(vec2(this.pos.x, y), this.size, this);
4230
- this.pos.y = isClear ? y : oldPos.y;
4231
-
4232
- // set ground object for tile collision
4233
- this.groundObject = wasFalling ? hitLayer : undefined;
4234
-
4235
- // bounce velocity
4236
- this.velocity.y *= -restitution;
4399
+ this.pos.y = y;
4400
+ debugPhysics && debugRect(this.pos, this.size, '#ff0', 0, 0, false, false);
4401
+ return;
4237
4402
  }
4238
- debugPhysics && debugRect(this.pos, this.size, '#f00', 0, 0, false, false);
4403
+
4404
+ // move against the wall and bounce, its side on the tile edge it moved toward, rounded in the
4405
+ // layer's space as its collision test is; back to its previous X when that spot is not clear
4406
+ const snapEpsilon = .0001, layerX = hitLayer.pos.x, offsetX = this.size.x/2 + snapEpsilon;
4407
+ // never back past where it was: a leading edge already on a grid line would step back by
4408
+ // the epsilon and take its trailing edge into the tile behind, which nothing tests, since
4409
+ // only X is blocked; between there and the wall it covers no column it did not cover before
4410
+ const movingLeft = this.pos.x < oldPos.x;
4411
+ const snap = layerX + (movingLeft ?
4412
+ floor(oldPos.x - layerX - this.size.x/2) + offsetX :
4413
+ ceil( oldPos.x - layerX + this.size.x/2) - offsetX);
4414
+ const x = movingLeft ? min(snap, oldPos.x) : max(snap, oldPos.x);
4415
+ this.pos.x = tileCollisionTest(vec2(x, oldPos.y), this.size, this) ? oldPos.x : x;
4416
+ this.velocity.x *= -restitution;
4239
4417
  }
4418
+ if (isBlockedY || !isBlockedX)
4419
+ {
4420
+ // adjust position to slightly away from the nearest tile, the floor or the ceiling it moved
4421
+ // toward, which prevents a gap between them; rounded in the layer's space as its collision
4422
+ // test is, or a bottom a hair below a grid line would round to the row under it, inside the
4423
+ // floor, and fall through; back to its previous Y when that spot is not clear
4424
+ const epsilon = .0001;
4425
+ const offset = this.size.y/2 + epsilon;
4426
+ const layerY = hitLayer.pos.y;
4427
+ const y = layerY + (this.pos.y < oldPos.y ?
4428
+ floor(oldPos.y - layerY - this.size.y/2) + offset :
4429
+ ceil( oldPos.y - layerY + this.size.y/2) - offset);
4430
+ const isClear = this.pos.y !== oldPos.y && !tileCollisionTest(vec2(this.pos.x, y), this.size, this);
4431
+ this.pos.y = isClear ? y : oldPos.y;
4432
+
4433
+ // set ground object for tile collision
4434
+ this.groundObject = wasFalling ? hitLayer : undefined;
4435
+
4436
+ // bounce velocity
4437
+ this.velocity.y *= -restitution;
4438
+ }
4439
+ debugPhysics && debugRect(this.pos, this.size, '#f00', 0, 0, false, false);
4240
4440
  }
4241
4441
  }
4242
4442
  }
@@ -4304,10 +4504,10 @@ class EngineObject
4304
4504
  /** Called to check if a tile collision should be resolved. Return true for physics to resolve the collision or false to ignore and resolve it manually
4305
4505
  * - Called for each solid tile the physics tests, which can be several times a frame for the same tile, and for
4306
4506
  * positions it only tries, so keep it free of side effects or guard them to once a frame
4307
- * - this.pos has already moved, so a check on where it came from, like a one way platform, needs the position
4308
- * saved in update, as the platformer example does
4309
- * - For the point of impact, like sparks where a bullet hit, raycast from where this frame's move started,
4310
- * this.pos minus this.velocity, to this.pos with tileCollisionRaycast, as the platformer's Bullet does
4507
+ * - this.pos has already moved, so a check on where it came from needs the position saved in update; for a one
4508
+ * way platform the layer's setOneWay does that, and this is not asked about a one way tile it passes through
4509
+ * - For the point of impact, like sparks where a bullet hit, set isBullet: this.pos is then where it meets the
4510
+ * tile, as the platformer's Bullet uses it
4311
4511
  * @param {number} tileData - the value of the tile at the position
4312
4512
  * @param {Vector2} pos - the tile's bottom left corner in world space
4313
4513
  * @return {boolean} - true if the collision should be resolved by modifying it's position and velocity */
@@ -9175,6 +9375,55 @@ const tileCollisionLayers = [];
9175
9375
  function tileCollisionAssertWhole(layer)
9176
9376
  { false&&ASSERT(layer.pos.x % 1 === 0 && layer.pos.y % 1 === 0, 'a tile collision layer must sit at a whole number position', layer.pos); }
9177
9377
 
9378
+ // the object the physics is moving and where it was before this frame's move, for one way tiles
9379
+ let tileCollisionFromObject, tileCollisionFromPos;
9380
+
9381
+ // a one way tile at a layer's cell lets a box at from pass, when the cell draws a tile set one way and the box was not
9382
+ // wholly on its solid side, the side it can be passed through toward; the way is turned and mirrored as the tile's
9383
+ // art is, mirror first, then its quarter turns clockwise; a point is a box of no size
9384
+ function tileCollisionOneWayPass(layer, x, y, fromX, fromY, sizeX=0, sizeY=0)
9385
+ {
9386
+ const oneWayTiles = layer.oneWayTiles;
9387
+ if (!oneWayTiles.size) return false;
9388
+ const data = layer.data[y*layer.size.x + x], way = data && oneWayTiles.get(data.tile);
9389
+ if (!way) return false;
9390
+ let wayX = data.mirror ? -way.x : way.x, wayY = way.y;
9391
+ for (let turn = data.direction & 3; turn--;)
9392
+ [wayX, wayY] = [wayY, -wayX];
9393
+ const epsilon = 1e-3, cellX = layer.pos.x + x, cellY = layer.pos.y + y;
9394
+ return wayX > .5 ? fromX - sizeX/2 < cellX + 1 - epsilon :
9395
+ wayX < -.5 ? fromX + sizeX/2 > cellX + epsilon :
9396
+ wayY > .5 ? fromY - sizeY/2 < cellY + 1 - epsilon :
9397
+ fromY + sizeY/2 > cellY + epsilon;
9398
+ }
9399
+
9400
+ // the layer whose tile tileCollisionGetDataFrom last found solid, undefined for none, the one a particle bounces off
9401
+ let tileCollisionDataLayer;
9402
+
9403
+ // tileCollisionGetData of the solid layers for particles, which pass a one way tile when they were not on its far
9404
+ // side at from: a solid tile's data, else a negative marker, else 0
9405
+ function tileCollisionGetDataFrom(pos, fromX, fromY)
9406
+ {
9407
+ let found = 0;
9408
+ tileCollisionDataLayer = undefined;
9409
+ for (const layer of tileCollisionLayers)
9410
+ if (layer.isSolid)
9411
+ {
9412
+ const x = pos.x - layer.pos.x, y = pos.y - layer.pos.y, size = layer.size;
9413
+ if (x >= 0 && y >= 0 && x < size.x && y < size.y)
9414
+ {
9415
+ const data = layer.collisionData[(y|0)*size.x + (x|0)];
9416
+ if (data > 0)
9417
+ {
9418
+ if (!tileCollisionOneWayPass(layer, x|0, y|0, fromX, fromY))
9419
+ return tileCollisionDataLayer = layer, data;
9420
+ }
9421
+ else if (data && !found) found = data;
9422
+ }
9423
+ }
9424
+ return found;
9425
+ }
9426
+
9178
9427
  // the test a tile query applies to a cell's data: the callback, the object's collideWithTile, or solid data
9179
9428
  function tileCollisionTester(callbackObject)
9180
9429
  {
@@ -9949,13 +10198,17 @@ class TileLayer extends CanvasLayer
9949
10198
  * - This may be slow if not using webgl but only needs to be done once */
9950
10199
  redraw()
9951
10200
  {
10201
+ // the camera, canvas and target are the game's again even when a tile draw or onRedraw throws
9952
10202
  this.redrawStart(true);
9953
- for (let x = this.size.x; x--;)
9954
- for (let y = this.size.y; y--;)
9955
- this.drawTileData(vec2(x,y), false);
9956
- this.isUsingWebGL && glFlush();
9957
- this.onRedraw();
9958
- this.redrawEnd();
10203
+ try
10204
+ {
10205
+ for (let x = this.size.x; x--;)
10206
+ for (let y = this.size.y; y--;)
10207
+ this.drawTileData(vec2(x,y), false);
10208
+ this.isUsingWebGL && glFlush();
10209
+ this.onRedraw();
10210
+ }
10211
+ finally { this.redrawEnd(); }
9959
10212
  this.tilesInWebGL = this.isUsingWebGL;
9960
10213
  }
9961
10214
 
@@ -10068,8 +10321,8 @@ class TileLayer extends CanvasLayer
10068
10321
  false&&ASSERT(drawContext !== this.context, 'redrawStart() should not be active when calling redrawTileData(), instead use drawTileData()');
10069
10322
 
10070
10323
  this.redrawStart();
10071
- this.drawTileData(layerPos, clear);
10072
- this.redrawEnd();
10324
+ try { this.drawTileData(layerPos, clear); }
10325
+ finally { this.redrawEnd(); }
10073
10326
  }
10074
10327
 
10075
10328
  /** Draw textured tile in layer space
@@ -10193,6 +10446,31 @@ class TileCollisionLayer extends TileLayer
10193
10446
  /** @property {boolean} - In the light system's shadow pass, cast only from the cells with collision, drawn
10194
10447
  * as the layer shows them, so a floor in the same layer stays lit; false casts every tile */
10195
10448
  this.shadowSolidOnly = true;
10449
+ /** @property {Map<number, Vector2>} - The tiles set one way, by tile index, and the way each can be passed
10450
+ * through, see setOneWay
10451
+ * @type {Map<number, Vector2>} */
10452
+ this.oneWayTiles = new Map;
10453
+ }
10454
+
10455
+ /** Make the cells that draw a tile one way, like a platform jumped up through and landed on: an object, a
10456
+ * particle or a ray passes through moving that way, and the tile blocks only what was wholly on its far side
10457
+ * before it moved, the side it is passed toward; turned and mirrored as each cell's tile is, so a platform turned
10458
+ * a quarter is one way to the side
10459
+ * - A moving object is not stopped or asked through collideWithTile until the tile would block it, so a
10460
+ * collideWithTile that returns false lets it drop through
10461
+ * - tileCollisionTest with an object goes by the object's pos, a raycast by its start, and a test with no object
10462
+ * or with a callback finds every one way tile solid
10463
+ * @param {number} tile - The tile index, as tile() and TileLayerData take it
10464
+ * @param {Vector2} [direction] - Up, down, left or right, the way it can be passed through: vec2(0, 1), the
10465
+ * default, is a platform landed on from above; layer.oneWayTiles.delete(tile) makes the tile solid again
10466
+ * @example
10467
+ * layer.setOneWay(5); // tile 5 is a platform, jumped up through and stood on */
10468
+ setOneWay(tile, direction=vec2(0, 1))
10469
+ {
10470
+ false&&ASSERT(isNumber(tile), 'setOneWay: tile is a tile index, a number', tile);
10471
+ false&&ASSERT(isVector2(direction) && abs(direction.x) + abs(direction.y) === 1 && !(direction.x && direction.y),
10472
+ 'setOneWay: direction is up, down, left or right, like vec2(0, 1)', direction);
10473
+ this.oneWayTiles.set(tile, direction.copy());
10196
10474
  }
10197
10475
 
10198
10476
  /** Draw this layer's shadow shape: the cells with collision in the part the shadow map covers, each row of
@@ -10284,6 +10562,10 @@ class TileCollisionLayer extends TileLayer
10284
10562
  tileCollisionAssertWhole(this);
10285
10563
  const collisionTest = tileCollisionTester(callbackObject);
10286
10564
 
10565
+ // a one way tile goes by where an object was before the physics moved it, or where it is now
10566
+ const object = callbackObject instanceof EngineObject && this.oneWayTiles.size ? callbackObject : undefined;
10567
+ const from = object && (object === tileCollisionFromObject ? tileCollisionFromPos : object.pos);
10568
+
10287
10569
  // check any tiles in the area for collision
10288
10570
  const posX = pos.x - this.pos.x;
10289
10571
  const posY = pos.y - this.pos.y;
@@ -10302,7 +10584,8 @@ class TileCollisionLayer extends TileLayer
10302
10584
  {
10303
10585
  // check if the object should collide with this tile, the callback gets its own vector, one it can keep
10304
10586
  const tileData = this.collisionData[y*this.size.x+x];
10305
- if (tileData && collisionTest(tileData, vec2(x+this.pos.x, y+this.pos.y)))
10587
+ if (tileData && !(from && tileCollisionOneWayPass(this, x, y, from.x, from.y, size.x, size.y)) &&
10588
+ collisionTest(tileData, vec2(x+this.pos.x, y+this.pos.y)))
10306
10589
  return true;
10307
10590
  }
10308
10591
  return false;
@@ -10322,10 +10605,12 @@ class TileCollisionLayer extends TileLayer
10322
10605
  const collisionTest = tileCollisionTester(callbackObject);
10323
10606
  // the line is walked in the layer's own space, so its cells are the tiles wherever the layer sits
10324
10607
  const offset = this.pos;
10608
+ // a one way tile blocks a ray that starts on its far side
10325
10609
  const testFunction = (pos)=>
10326
10610
  {
10327
10611
  const tileData = this.getCollisionData(pos);
10328
- return tileData && collisionTest(tileData, vec2(pos.x + offset.x, pos.y + offset.y));
10612
+ return tileData && !tileCollisionOneWayPass(this, pos.x|0, pos.y|0, posStart.x, posStart.y) &&
10613
+ collisionTest(tileData, vec2(pos.x + offset.x, pos.y + offset.y));
10329
10614
  }
10330
10615
  // only the part of the line over the layer, and a cell around it, can meet a tile, so a ray toward a point
10331
10616
  // far beyond is walked across the layer and no farther; the cell around keeps the step into the layer as it was
@@ -10805,10 +11090,13 @@ function particleTileSet(tileInfo)
10805
11090
  }
10806
11091
  }
10807
11092
 
11093
+ // where the particle being tested was before its move, which one way tiles go by
11094
+ let particleCollideFromX = 0, particleCollideFromY = 0;
11095
+
10808
11096
  // tests if a particle collides with tiles at x, y, through its emitter's collide callback if it has one
10809
11097
  function particleCollideTest(particle, collideCallback, x, y)
10810
11098
  {
10811
- const data = tileCollisionGetData(particleCollidePos.set(x, y));
11099
+ const data = tileCollisionGetDataFrom(particleCollidePos.set(x, y), particleCollideFromX, particleCollideFromY);
10812
11100
  if (!collideCallback)
10813
11101
  return data > 0;
10814
11102
 
@@ -10940,10 +11228,12 @@ class Particle
10940
11228
 
10941
11229
  // check collision against tiles
10942
11230
  this.groundObject = undefined;
11231
+ particleCollideFromX = oldX, particleCollideFromY = oldY;
10943
11232
  if (particleCollideTest(this, collideCallback, this.pos.x, this.pos.y))
10944
11233
  {
10945
- // if already was stuck in collision, don't do anything
10946
- const hitLayer = tileCollisionTest(this.pos);
11234
+ // the layer that stopped it, as the test found it, a one way layer it passes is not; if already was stuck
11235
+ // in collision, don't do anything
11236
+ const hitLayer = tileCollisionDataLayer;
10947
11237
  if (!particleCollideTest(this, collideCallback, oldX, oldY))
10948
11238
  {
10949
11239
  // test which side we bounced off (or both if a corner)
@@ -11594,15 +11884,15 @@ function glShaderTrack(shader) { glShaderObjects.includes(shader) || glShaderObj
11594
11884
  // let go of a Shader's programs, 2D and 3D, and of its place in the list; a batch drawing with it is drawn first
11595
11885
  function glShaderDispose(shader)
11596
11886
  {
11887
+ // a batch drawing with it is drawn first, the batch holds the Shader; its first draw compiles it and lists it, so
11888
+ // it comes off the list after
11889
+ if (glContext && !headlessMode && glBatchShader === shader)
11890
+ glFlush();
11597
11891
  const i = glShaderObjects.indexOf(shader);
11598
11892
  i < 0 || glShaderObjects.splice(i, 1);
11599
11893
  if (glContext && !headlessMode)
11600
- {
11601
- if (glBatchShader === shader) // a batch drawing with it is drawn first, the batch holds the Shader
11602
- glFlush();
11603
11894
  for (const program of [shader.program, shader.program3D])
11604
11895
  program && glContext.deleteProgram(program);
11605
- }
11606
11896
  shader.program = shader.program3D = undefined;
11607
11897
  }
11608
11898
 
@@ -12962,6 +13252,8 @@ class NewgroundsPlugin
12962
13252
  /** @property {Array<Object>} - Scoreboards fetched from Newgrounds, empty until ready
12963
13253
  * @type {Array<Object>} */
12964
13254
  this.scoreboards = [];
13255
+ /** @type {Map<number, 'failed'|'notSave'>} */
13256
+ this.loadFailures = new Map; // why each slot's last load gave undefined, see loadFailure
12965
13257
  /** @property {{id: number, name: string, url: string, supporter: boolean}|null} - The logged in player once ready, null when not logged in
12966
13258
  * @type {{id: number, name: string, url: string, supporter: boolean}|null} */
12967
13259
  this.user = null;
@@ -13131,6 +13423,96 @@ class NewgroundsPlugin
13131
13423
  return this.call('ScoreBoard.getScores', parameters, session_id);
13132
13424
  }
13133
13425
 
13426
+ /** Save a value to one of the player's cloud save slots, which needs a logged in player
13427
+ * - Any value JSON can hold; the slots are numbered from 1, as many as the app's Newgrounds settings give it
13428
+ * @param {number} slot - The slot number
13429
+ * @param {*} data - The value to save
13430
+ * @return {Promise<boolean>} - Whether it saved, false when not logged in
13431
+ * @example
13432
+ * newgrounds.cloudSave(1, {level, coins}); */
13433
+ async cloudSave(slot, data)
13434
+ {
13435
+ false&&ASSERT(isNumber(slot), 'Newgrounds cloudSave: slot must be a number', slot);
13436
+ if (!this.session_id) return false;
13437
+ let text;
13438
+ try { text = JSON.stringify(data); } catch (error) {}
13439
+ if (text === undefined)
13440
+ return console.warn('Newgrounds cloudSave: slot ' + slot + ' was given a value JSON can not hold'), false;
13441
+ const response = await this.call('CloudSave.setData', {'id':slot, 'data':text});
13442
+ newgroundsSessionLost(response) && this.dropSession();
13443
+ return !!response?.result?.data?.['success'];
13444
+ }
13445
+
13446
+ /** Load the value a cloud save slot holds: null when Newgrounds says it holds none, undefined when it could not be
13447
+ * loaded or the player is not logged in, said in the console when logged in
13448
+ * - Do not save over a slot that loaded as undefined, it may hold the player's save; loadFailure(slot) says why
13449
+ * it did: 'notSave' for a file there that is not a save, where a game may offer to start over, 'failed' otherwise
13450
+ * - A saved null loads as null, as an empty slot does
13451
+ * @param {number} slot - The slot number
13452
+ * @return {Promise<*>} - The value saved, null for none, undefined for a load that failed
13453
+ * @example
13454
+ * const save = await newgrounds.cloudLoad(1); */
13455
+ async cloudLoad(slot)
13456
+ {
13457
+ false&&ASSERT(isNumber(slot), 'Newgrounds cloudLoad: slot must be a number', slot);
13458
+ const {value, failure} = await this.loadSlot(slot);
13459
+ failure ? this.loadFailures.set(+slot, failure) : this.loadFailures.delete(+slot);
13460
+ return value;
13461
+ }
13462
+
13463
+ /** Why a slot's last cloudLoad gave undefined: 'notSave' when the slot holds a file that is not a save, where a
13464
+ * game may offer to start over, 'failed' when it could not be loaded, as when not logged in, where a game must
13465
+ * not save over it; undefined when it loaded a save or found the slot empty, or was not loaded
13466
+ * @param {number} slot - The slot number
13467
+ * @return {'failed'|'notSave'|undefined} */
13468
+ loadFailure(slot) { return this.loadFailures.get(+slot); }
13469
+
13470
+ /** A slot's load, its value and why it failed, if it did
13471
+ * @param {number} slot
13472
+ * @return {Promise<{value: *, failure: 'failed'|'notSave'|undefined}>}
13473
+ * @ignore */
13474
+ async loadSlot(slot)
13475
+ {
13476
+ const failed = (message)=>
13477
+ {
13478
+ message && console.warn('Newgrounds could not load slot ' + slot + message);
13479
+ return {value: undefined, failure: /** @type {'failed'} */ ('failed')};
13480
+ };
13481
+ if (!this.session_id) return failed('');
13482
+ const response = await this.call('CloudSave.loadSlot', {'id':slot});
13483
+ newgroundsSessionLost(response) && this.dropSession();
13484
+ const slotData = response?.result?.data?.['slot'];
13485
+ if (!slotData) return failed('.');
13486
+ const url = slotData['url']; // where the saved text is, none for an empty slot
13487
+ if (!url) return {value: null, failure: undefined};
13488
+ let text;
13489
+ try
13490
+ {
13491
+ const signal = globalThis.AbortSignal?.timeout?.(newgroundsTimeoutMS);
13492
+ const saved = await fetch(url, {'cache':'no-store', 'signal':signal});
13493
+ if (!saved.ok) // an error page is not the save, even one that is JSON
13494
+ return failed(': ' + saved.status);
13495
+ text = await saved.text();
13496
+ }
13497
+ catch(e) { return failed(': ' + e); }
13498
+ if (!text) return failed(', it came back empty'); // a save is never empty
13499
+ try { return {value: JSON.parse(text), failure: undefined}; }
13500
+ catch(e)
13501
+ {
13502
+ console.warn('Newgrounds cloudLoad: slot ' + slot + ' holds a file that is not a save');
13503
+ return {value: undefined, failure: 'notSave'};
13504
+ }
13505
+ }
13506
+
13507
+ /** Count an event of the game's own on its Newgrounds stats page, like a level finished or a button pressed
13508
+ * @param {string} name - The event's name
13509
+ * @return {Promise<Object>} - The response JSON object, undefined when the call failed */
13510
+ logEvent(name)
13511
+ {
13512
+ false&&ASSERT(typeof name === 'string' && name !== '', 'Newgrounds logEvent: name must be a string', name);
13513
+ return this.call('Event.logEvent', {'event_name':name, 'host':this.host});
13514
+ }
13515
+
13134
13516
  /** Encrypt text the way the Newgrounds gateway expects, AES-128 CBC with a random iv in front, as Base64
13135
13517
  * @param {string} text
13136
13518
  * @return {Promise<string>} */
@@ -13199,7 +13581,8 @@ class NewgroundsPlugin
13199
13581
 
13200
13582
  /**
13201
13583
  * LittleJS Wavedash Plugin
13202
- * - The Wavedash twin of the Newgrounds plugin: achievements and leaderboards, the same shape so a game can switch
13584
+ * - The Wavedash twin of the Newgrounds plugin: achievements, leaderboards and cloud saves, the same shape so a game
13585
+ * can switch, and stats and presence of Wavedash's own
13203
13586
  * - Wavedash serves the game's page and puts its SDK in window.Wavedash before the game runs, so nothing is bundled;
13204
13587
  * off Wavedash (local, itch, GitHub Pages) there is none, and every call does nothing
13205
13588
  * - Make the plugin when the game can draw, at the end of gameInit: Wavedash.init is called then, and until it is
@@ -13229,17 +13612,33 @@ const wavedashDisplayTypes = {number: 0, seconds: 1, milliseconds: 2, ticks: 3};
13229
13612
  // the SDK Wavedash put on the page, read at each call, undefined off Wavedash
13230
13613
  const wavedashSDK = ()=> globalThis['Wavedash'];
13231
13614
 
13615
+ // the file a cloud save slot is kept in
13616
+ const wavedashSavePath = (slot)=> 'saves/slot' + slot + '.json';
13617
+
13232
13618
  // a call's answer, or undefined if it does not come in time or fails, with a warning; the time limit is let go of once
13233
13619
  // the answer is in, so nothing waits on it after
13234
- function wavedashWait(name, answer)
13620
+ function wavedashWait(name, answer, quiet=false)
13235
13621
  {
13236
13622
  let timer;
13237
- const limit = new Promise((resolve)=> timer = setTimeout(resolve, wavedashTimeoutMS));
13623
+ const timedOut = {}; // what the time limit gives, told apart from any answer
13624
+ const limit = new Promise((resolve)=> timer = setTimeout(()=> resolve(timedOut), wavedashTimeoutMS));
13238
13625
  return Promise.race([Promise.resolve(answer), limit])
13239
- .catch((error)=> { console.warn('Wavedash ' + name + ' failed: ' + error); })
13626
+ .then((value)=> value !== timedOut ? value : quiet ? undefined :
13627
+ void console.warn('Wavedash ' + name + ' took over ' + wavedashTimeoutMS / 1e3 + ' seconds'),
13628
+ (error)=> { console.warn('Wavedash ' + name + ' failed: ' + error); })
13240
13629
  .finally(()=> clearTimeout(timer));
13241
13630
  }
13242
13631
 
13632
+ // a value as the text a cloud save keeps, undefined with a warning for one JSON can not hold, as a circular object,
13633
+ // a BigInt, a function or undefined
13634
+ function wavedashSaveText(slot, data)
13635
+ {
13636
+ let text;
13637
+ try { text = JSON.stringify(data); } catch (error) {}
13638
+ text === undefined && console.warn('Wavedash cloudSave: slot ' + slot + ' was given a value JSON can not hold');
13639
+ return text;
13640
+ }
13641
+
13243
13642
  ///////////////////////////////////////////////////////////////////////////////
13244
13643
  /**
13245
13644
  * WavedashMedal: a medal that is also a Wavedash achievement, unlocked on Wavedash by its identifier
@@ -13318,6 +13717,14 @@ class WavedashPlugin
13318
13717
  this.achievementTries = Object.create(null); // how many times each one not taken yet was sent
13319
13718
  /** @type {number|undefined} */
13320
13719
  this.achievementRetry = undefined; // the timer that sends refused ones again
13720
+ /** @type {Promise<boolean>|undefined} */
13721
+ this.stats = undefined; // the player's stats loading, asked for the first time a stat is
13722
+ /** @type {Map<string, Promise<*>>} */
13723
+ this.slotQueues = new Map; // each slot's last save or load, the next waits for it, as they share a file
13724
+ /** @type {Map<string, Set<Promise<*>>>} */
13725
+ this.slotCalls = new Map; // each slot's file calls Wavedash has not answered, a timed out one may still change it
13726
+ /** @type {Map<string, 'failed'|'notSave'>} */
13727
+ this.loadFailures = new Map; // why each slot's last load gave undefined, by its file, see loadFailure
13321
13728
 
13322
13729
  // Wavedash keeps its loading screen until init, which is called once
13323
13730
  wavedashWait('init', this.call('init'));
@@ -13396,6 +13803,212 @@ class WavedashPlugin
13396
13803
  return result?.['success'] ? result['data'] : undefined;
13397
13804
  }
13398
13805
 
13806
+ /** Save a value to one of the player's cloud save slots, kept by Wavedash across devices; off Wavedash it does
13807
+ * nothing
13808
+ * - Any value JSON can hold, stored as the file saves/slot#.json
13809
+ * - Wavedash takes at most 30 saves a minute and 300 an hour from a player, so save at checkpoints, the end of a
13810
+ * level or when asked, not every frame; one over the limit is refused, said in the console
13811
+ * @param {number} slot - The slot number, any whole number the game picks
13812
+ * @param {*} data - The value to save
13813
+ * @return {Promise<boolean>} - Whether it saved
13814
+ * @example
13815
+ * wavedash.cloudSave(1, {level, coins}); */
13816
+ async cloudSave(slot, data)
13817
+ {
13818
+ false&&ASSERT(isNumber(slot), 'Wavedash cloudSave: slot must be a number', slot);
13819
+ if (!this.isActive()) return false;
13820
+ const text = wavedashSaveText(slot, data); // as it is now, the save waits its turn
13821
+ if (text === undefined) return false;
13822
+ return this.slotQueue(slot, false, async (track)=>
13823
+ {
13824
+ // written first, and only a write Wavedash says it made is uploaded, never an older file at that path
13825
+ const path = wavedashSavePath(slot);
13826
+ const written = await wavedashWait('cloudSave', track(this.call('writeLocalFile', path,
13827
+ new TextEncoder().encode(text))));
13828
+ if (written !== true && !written?.['success'])
13829
+ {
13830
+ written && console.warn('Wavedash refused writing slot ' + slot + ': ' +
13831
+ (written['message'] ?? written['error'] ?? 'no reason given'));
13832
+ return false;
13833
+ }
13834
+ const result = await wavedashWait('cloudSave', track(this.call('uploadRemoteFile', path)));
13835
+ result && !result['success'] && console.warn('Wavedash refused cloudSave of slot ' + slot + ': ' +
13836
+ (result['message'] ?? result['error'] ?? 'no reason given'));
13837
+ return !!result?.['success'];
13838
+ });
13839
+ }
13840
+
13841
+ /** Load the value a cloud save slot holds: null when Wavedash says it holds none, undefined when it could not be
13842
+ * loaded or off Wavedash, said in the console on Wavedash
13843
+ * - Do not save over a slot that loaded as undefined, it may hold the player's save; loadFailure(slot) says why
13844
+ * it did: 'notSave' for a file there that is not a save, where a game may offer to start over, 'failed' otherwise
13845
+ * - A saved null loads as null, as an empty slot does
13846
+ * @param {number} slot - The slot number
13847
+ * @return {Promise<*>} - The value saved, null for none, undefined for a load that failed
13848
+ * @example
13849
+ * const save = await wavedash.cloudLoad(1); */
13850
+ async cloudLoad(slot)
13851
+ {
13852
+ false&&ASSERT(isNumber(slot), 'Wavedash cloudLoad: slot must be a number', slot);
13853
+ const failed = {value: undefined, failure: /** @type {'failed'} */ ('failed')};
13854
+ const {value, failure} = this.isActive() ?
13855
+ await this.slotQueue(slot, failed, (track)=> this.loadSlot(slot, track)) : failed;
13856
+ const key = wavedashSavePath(slot);
13857
+ failure ? this.loadFailures.set(key, failure) : this.loadFailures.delete(key);
13858
+ return value;
13859
+ }
13860
+
13861
+ /** Why a slot's last cloudLoad gave undefined: 'notSave' when the slot holds a file that is not a save, where a
13862
+ * game may offer to start over, 'failed' when it could not be loaded, as off Wavedash or on a timeout, where a
13863
+ * game must not save over it; undefined when it loaded a save or found the slot empty, or was not loaded
13864
+ * @param {number} slot - The slot number
13865
+ * @return {'failed'|'notSave'|undefined} */
13866
+ loadFailure(slot) { return this.loadFailures.get(wavedashSavePath(slot)); }
13867
+
13868
+ /** A slot's load, its value and why it failed, if it did
13869
+ * @param {number} slot
13870
+ * @param {function(*): *} track
13871
+ * @return {Promise<{value: *, failure: 'failed'|'notSave'|undefined}>}
13872
+ * @ignore */
13873
+ async loadSlot(slot, track)
13874
+ {
13875
+ const path = wavedashSavePath(slot);
13876
+ const failed = (message)=>
13877
+ {
13878
+ console.warn('Wavedash ' + message);
13879
+ return {value: undefined, failure: /** @type {'failed'} */ ('failed')};
13880
+ };
13881
+ const downloaded = await wavedashWait('cloudLoad', track(this.call('downloadRemoteFile', path)));
13882
+ if (downloaded !== true && !downloaded?.['success']) // an answer of true or of {success: true}
13883
+ {
13884
+ // a file Wavedash says is not there is an empty slot, anything else a load that failed; it may answer
13885
+ // false or {success: true, data: false}
13886
+ const exists = await wavedashWait('cloudLoad', track(this.call('remoteFileExists', path)));
13887
+ if (exists === false || exists?.['success'] && exists['data'] === false)
13888
+ return {value: null, failure: undefined};
13889
+ return failed('could not load slot ' + slot);
13890
+ }
13891
+
13892
+ // the file's text, its bytes given as they are or in a response's data; none is a read that failed, as a
13893
+ // save is never empty
13894
+ const answer = await wavedashWait('cloudLoad', track(this.call('readLocalFile', path)));
13895
+ const bytes = answer instanceof Uint8Array || answer instanceof ArrayBuffer || typeof answer == 'string' ?
13896
+ answer : answer?.['data'];
13897
+ const text = !bytes ? '' : typeof bytes == 'string' ? bytes : new TextDecoder().decode(bytes);
13898
+ if (!text) return failed('could not read slot ' + slot);
13899
+ try { return {value: JSON.parse(text), failure: undefined}; }
13900
+ catch (error)
13901
+ {
13902
+ console.warn('Wavedash cloudLoad: slot ' + slot + ' holds a file that is not a save');
13903
+ return {value: undefined, failure: 'notSave'};
13904
+ }
13905
+ }
13906
+
13907
+ /** Run a slot's save or load after the one before it, as they share the slot's local file; other slots go on
13908
+ * at once, and one that fails does not hold up the next
13909
+ * - A call that timed out may still change the file when Wavedash gets to it, so the next waits for it to be
13910
+ * answered too, and gives up with failed when it is not, leaving the file alone
13911
+ * @param {number} slot
13912
+ * @param {*} failed - What the task gives when it can not run
13913
+ * @param {function(function(*): *): Promise<*>} task - Given track, which keeps a call's answer until it is in
13914
+ * @return {Promise<*>}
13915
+ * @ignore */
13916
+ slotQueue(slot, failed, task)
13917
+ {
13918
+ const key = wavedashSavePath(slot); // by its file, so a slot given as '1' and as 1 share one
13919
+ const calls = this.slotCalls.get(key) || new Set;
13920
+ this.slotCalls.set(key, calls);
13921
+ const track = (answer)=>
13922
+ {
13923
+ if (typeof answer?.then == 'function') // any promise, one made elsewhere too
13924
+ {
13925
+ calls.add(answer);
13926
+ const done = ()=>
13927
+ {
13928
+ calls.delete(answer);
13929
+ // the last of them, answered after the slot was let go of, lets go of its calls too
13930
+ calls.size || this.slotQueues.has(key) || this.slotCalls.get(key) !== calls ||
13931
+ this.slotCalls.delete(key);
13932
+ };
13933
+ answer.then(done, done);
13934
+ }
13935
+ return answer;
13936
+ };
13937
+ const start = async ()=>
13938
+ {
13939
+ if (calls.size && !await wavedashWait('slot ' + slot, Promise.allSettled([...calls]).then(()=> true), true))
13940
+ {
13941
+ console.warn('Wavedash slot ' + slot + ' is still busy with a call that timed out, not used');
13942
+ return failed;
13943
+ }
13944
+ return task(track);
13945
+ };
13946
+ const run = (this.slotQueues.get(key) || Promise.resolve()).then(start, start);
13947
+ const done = run.catch(()=> {});
13948
+ this.slotQueues.set(key, done);
13949
+ done.then(()=>
13950
+ {
13951
+ // the slot is let go of once nothing waits on it, and its calls with it once all are answered
13952
+ if (this.slotQueues.get(key) !== done) return;
13953
+ this.slotQueues.delete(key);
13954
+ calls.size || this.slotCalls.get(key) !== calls || this.slotCalls.delete(key);
13955
+ });
13956
+ return run;
13957
+ }
13958
+
13959
+ /** Set one of the player's stats, as made for the game in the Wavedash developer portal, which can unlock an
13960
+ * achievement set to follow it; Wavedash keeps it about a second later, or at once with storeNow; off Wavedash it
13961
+ * does nothing
13962
+ * @param {string} name - The stat's identifier
13963
+ * @param {number} value
13964
+ * @param {boolean} [storeNow] - Keep it now, as at the end of a game, not a second later
13965
+ * @return {Promise<boolean>} - Whether Wavedash took it */
13966
+ async setStat(name, value, storeNow=false)
13967
+ {
13968
+ false&&ASSERT(typeof name === 'string' && name !== '', 'Wavedash setStat: name must be a string', name);
13969
+ false&&ASSERT(isNumber(value), 'Wavedash setStat: value must be a number', value);
13970
+ if (!this.isActive() || !await this.statsLoaded()) return false;
13971
+ return this.call('setStat', name, value, !!storeNow) === true;
13972
+ }
13973
+
13974
+ /** Read one of the player's stats, 0 for one never set or off Wavedash
13975
+ * @param {string} name - The stat's identifier
13976
+ * @return {Promise<number>} */
13977
+ async getStat(name)
13978
+ {
13979
+ if (!this.isActive() || !await this.statsLoaded()) return 0;
13980
+ const value = this.call('getStat', name);
13981
+ return isNumber(value) ? value : 0;
13982
+ }
13983
+
13984
+ /** The player's stats loaded from Wavedash, which they must be before they are read or set, asked for the first
13985
+ * time a stat is
13986
+ * @return {Promise<boolean>} - Whether they loaded
13987
+ * @ignore */
13988
+ statsLoaded()
13989
+ {
13990
+ return this.stats ||= wavedashWait('requestStats', this.call('requestStats')).then((result)=>
13991
+ {
13992
+ const loaded = !!result?.['success'];
13993
+ loaded || (this.stats = undefined); // asked for again next time
13994
+ return loaded;
13995
+ });
13996
+ }
13997
+
13998
+ /** Set what the player is doing, kept with their presence on Wavedash; off Wavedash it does nothing
13999
+ * @param {string} [status] - One line of what they are doing, like 'In a race'
14000
+ * @param {string} [details] - More about it, like 'Lap 2 of 3'; both left out clears it
14001
+ * @return {Promise<boolean>} - Whether it was set */
14002
+ async setPresence(status, details)
14003
+ {
14004
+ if (!this.isActive()) return false;
14005
+ const presence = {};
14006
+ status === undefined || (presence['status'] = String(status));
14007
+ details === undefined || (presence['details'] = String(details));
14008
+ const result = await wavedashWait('setPresence', this.call('updateUserPresence', presence));
14009
+ return !!result?.['success'];
14010
+ }
14011
+
13399
14012
  /** Send every unlocked WavedashMedal's achievement Wavedash has not taken yet, again every two seconds while it
13400
14013
  * refuses some, as it does until it has loaded the player's achievements; one refused for about a minute is
13401
14014
  * taken as an identifier Wavedash does not have, said once in the console, and not sent again this visit
@@ -14283,20 +14896,34 @@ class LightSystemPlugin
14283
14896
  'uniform vec4 color;'+
14284
14897
  'uniform sampler2D shadowTexture;'+ // this light's shadow, white where its rays reach
14285
14898
  'uniform bool useShadow;'+
14899
+ 'uniform vec2 forward;'+ // the light's up, the way its cone and gel look
14900
+ 'uniform vec2 cone;'+ // the cone's factor and its edge times it, (0, -1) for none
14901
+ 'uniform sampler2D gelTexture;'+
14902
+ 'uniform vec4 gelRect;'+ // the gel's tile in its texture, corner and size
14903
+ 'uniform bool useGel;'+
14286
14904
  'in vec2 vWorldPos;'+
14287
14905
  'in vec2 vUV;'+
14288
14906
  'out vec4 c;'+
14289
14907
  'void main(){'+
14290
- 'float dist=distance(vWorldPos,lightPos);'+
14908
+ 'vec2 d=vWorldPos-lightPos;'+
14909
+ 'float dist=length(d);'+
14291
14910
  'float t=clamp((radius-dist)/max(fadeRange,1e-6),0.,1.);'+
14292
14911
  'c=vec4(color.rgb*t*color.a,1.);'+
14293
14912
  'if(useShadow)c.rgb*=texture(shadowTexture,vUV).rgb;'+
14913
+ // the cone: full where its fade starts, nothing at its edge, smooth between, as a 3D spotlight's
14914
+ 'float k=clamp(dot(forward,d/max(dist,1e-6))*cone.x-cone.y,0.,1.);'+
14915
+ 'c.rgb*=k*k*(3.-2.*k);'+
14916
+ // the gel across the light's square, turned with it, its top the way the light looks
14917
+ 'if(useGel){'+
14918
+ 'vec2 g=clamp(vec2(dot(d,vec2(forward.y,-forward.x)),dot(d,forward))/(radius*2.)+.5,0.,1.);'+
14919
+ 'c.rgb*=texture(gelTexture,gelRect.xy+vec2(g.x,1.-g.y)*gelRect.zw).rgb;}'+
14294
14920
  '}'
14295
14921
  );
14296
14922
  if (lightSystemShadersFailed(lightSystem.lightShader)) return;
14297
- // the shadow texture is on unit 1, the engine's tracked texture stays on unit 0
14923
+ // the shadow texture is on unit 1 and the gel on 2, the engine's tracked texture stays on unit 0
14298
14924
  glContext.useProgram(lightSystem.lightShader);
14299
14925
  glContext.uniform1i(glUniformLocation(lightSystem.lightShader, 'shadowTexture'), 1);
14926
+ glContext.uniform1i(glUniformLocation(lightSystem.lightShader, 'gelTexture'), 2);
14300
14927
 
14301
14928
  // composite shader: fullscreen quad, samples the lightmap
14302
14929
  lightSystem.compositeShader = glCreateProgram(
@@ -14869,6 +15496,19 @@ class LightSystemPlugin
14869
15496
  [drawContext, glCustomShader] = saved;
14870
15497
  }
14871
15498
  }
15499
+ catch (error)
15500
+ {
15501
+ // a renderLight or renderEmissive threw: what it queued goes to the lightmap, then the screen is the
15502
+ // target again with its viewport and blend, so a game that catches the error draws to the screen; a
15503
+ // flush that throws too is let go of, the first error is the one that counts
15504
+ try { glFlush(); } catch (e) {}
15505
+ glContext.bindFramebuffer(glContext.FRAMEBUFFER, null);
15506
+ glContext.viewport(0, 0, glCanvas.width, glCanvas.height);
15507
+ glActiveTexture && glContext.bindTexture(glContext.TEXTURE_2D, glActiveTexture);
15508
+ glSetInstancedMode(true);
15509
+ setAdditiveBlendMode(prevAdditive);
15510
+ throw error;
15511
+ }
14872
15512
  finally
14873
15513
  {
14874
15514
  glRenderTargetBase = undefined;
@@ -14982,6 +15622,18 @@ class LightSystemPlugin
14982
15622
  const c = light.color;
14983
15623
  glContext.uniform4f(glUniformLocation(ls, 'color'), c.r, c.g, c.b, c.a);
14984
15624
 
15625
+ // the cone and the gel look along the light's up
15626
+ const forward = light.getUp();
15627
+ glContext.uniform2f(glUniformLocation(ls, 'forward'), forward.x, forward.y);
15628
+ const [coneFactor, coneEdge] = lightSystemCone(light);
15629
+ glContext.uniform2f(glUniformLocation(ls, 'cone'), coneFactor, coneEdge);
15630
+ const gel = lightSystemGel(light);
15631
+ glContext.uniform1i(glUniformLocation(ls, 'useGel'), gel ? 1 : 0);
15632
+ glContext.activeTexture(glContext.TEXTURE2);
15633
+ glContext.bindTexture(glContext.TEXTURE_2D, gel ? gel.texture : null);
15634
+ glContext.activeTexture(glContext.TEXTURE0);
15635
+ gel && glContext.uniform4fv(glUniformLocation(ls, 'gelRect'), gel.rect);
15636
+
14985
15637
  glContext.drawArrays(glContext.TRIANGLE_STRIP, 0, 4);
14986
15638
 
14987
15639
  // restore engine's instanced shader+VAO so subsequent renderLight()
@@ -15059,6 +15711,31 @@ class LightSystemPlugin
15059
15711
 
15060
15712
  ///////////////////////////////////////////////////////////////////////////////
15061
15713
 
15714
+ // a light's cone for its shader, the factor and its edge times it: the dot of its up and a direction times the factor,
15715
+ // less the edge, is 1 where the fade starts and 0 at the edge; (0, -1) for no cone, which leaves the light as it was
15716
+ function lightSystemCone(light)
15717
+ {
15718
+ const angle = min(light.coneAngle, PI);
15719
+ if (!(angle > 0)) return [0, -1];
15720
+ const outer = cos(angle), inner = cos(angle * (1 - clamp(light.coneSoftness)));
15721
+ const k = 1 / max(inner - outer, 1e-4);
15722
+ return [k, outer * k];
15723
+ }
15724
+
15725
+ // a light's gel for its shader, its texture and its tile's corner and size in it, a half texel in so the tiles beside
15726
+ // it do not bleed in; undefined for none or one not loaded yet
15727
+ function lightSystemGel(light)
15728
+ {
15729
+ const gel = light.gel;
15730
+ if (!gel) return;
15731
+ const isTile = gel instanceof TileInfo, textureInfo = isTile ? gel.textureInfo : gel;
15732
+ const texture = textureInfo?.glTexture, size = textureInfo?.size;
15733
+ if (!texture || !(size?.x > 0)) return;
15734
+ const pos = isTile ? gel.pos : vec2(), tileSize = isTile ? gel.size : size;
15735
+ return {texture, rect: [(pos.x + .5) / size.x, (pos.y + .5) / size.y,
15736
+ (tileSize.x - 1) / size.x, (tileSize.y - 1) / size.y]};
15737
+ }
15738
+
15062
15739
  /**
15063
15740
  * A Light is an EngineObject that contributes a soft additive blob of color
15064
15741
  * to the LightSystem plugin's lightmap.
@@ -15067,11 +15744,16 @@ class LightSystemPlugin
15067
15744
  * - A light inside a caster is blocked entirely, so the object that holds it, its lamp, a torch, the player
15068
15745
  * carrying it, needs a shadowCore that reaches past it, castShadow = false, or a renderShadow that leaves
15069
15746
  * the light's spot out
15747
+ * - A coneAngle makes it a cone along its up, turned by its angle, and a gel is a picture it shines through; both
15748
+ * are applied over the round light with its shadows, so they cost next to nothing
15070
15749
  * @extends EngineObject
15071
15750
  * @memberof LightSystem
15072
15751
  * @example
15073
15752
  * new Light(vec2(5, 5), 4, rgb(1, 0.5, 0)); // orange light, full soft blob
15074
15753
  * new Light(vec2(0, 0), 8, rgb(1, 1, 1), 2); // white core with 2-unit soft halo
15754
+ * const flashlight = new Light(vec2(), 10); // a flashlight looking right, its beam 60 degrees across
15755
+ * flashlight.coneAngle = PI/6;
15756
+ * flashlight.angle = PI/2;
15075
15757
  */
15076
15758
  class Light extends EngineObject
15077
15759
  {
@@ -15104,6 +15786,19 @@ class Light extends EngineObject
15104
15786
  this.glowFalloff = 1;
15105
15787
  /** @type {TileInfo|undefined} */
15106
15788
  this.glowTileInfo = undefined; // the whole glow texture, kept for the falloff it was made for
15789
+ /** @property {number} - Makes it a cone, like a flashlight or headlight: the angle in radians from its up out
15790
+ * to the edge of the cone, so the beam is twice this across; it looks along getUp(), turned by its angle and
15791
+ * by what it is attached to; 0 for a light that shines every way */
15792
+ this.coneAngle = 0;
15793
+ /** @property {number} - How much of the cone is its fading edge: 0 a hard edge, .2 by default, the outer
15794
+ * fifth, 1 fading all the way from the middle of the beam */
15795
+ this.coneSoftness = .2;
15796
+ /** @property {TileInfo|TextureInfo|undefined} - A gel, a picture the light shines through, called a cookie in
15797
+ * some engines: stretched across the light's square, twice its radius, its top the way the light looks,
15798
+ * turned with it, and multiplied into its color, so one light can be a car's headlights and tail lights;
15799
+ * a TileInfo's own tile, or a whole TextureInfo; shadows still fall through it
15800
+ * @type {TileInfo|TextureInfo|undefined} */
15801
+ this.gel = undefined;
15107
15802
  }
15108
15803
 
15109
15804
  /** Lights are invisible in the main render pass — they only contribute
@@ -21994,7 +22689,9 @@ class ParallaxLayer extends CanvasLayer
21994
22689
  * and 1 with the screen, a Vector2 to follow x and y by different amounts
21995
22690
  * @param {number} [renderOrder] - Low to draw behind the game, far layers lowest
21996
22691
  * @param {function(OffscreenCanvasRenderingContext2D, Vector2, ParallaxLayer): void} [drawFunction] - Draws
21997
- * the image, given the canvas context, its size in pixels and the layer; mountains when not given
22692
+ * the image, given the canvas context, its size in pixels and the layer; mountains when not given; called
22693
+ * once when the layer is made and on redraw(), not each frame, so it draws with the canvas 2D context, not
22694
+ * the engine's draws like drawTile
21998
22695
  * @param {Vector2} [canvasSize] - Size of the image in pixels */
21999
22696
  constructor(pos=vec2(), size=vec2(32, 16), parallax=.5, renderOrder=-1e3, drawFunction=parallaxMountains(),
22000
22697
  canvasSize=vec2(512, 256))
@@ -30941,6 +31638,7 @@ class ParticleEmitter3D extends EngineObject3D
30941
31638
  const out = this.particleData;
30942
31639
  out[k] = view.pos.x, out[k+1] = view.pos.y, out[k+2] = view.pos.z;
30943
31640
  out[k+3] = view.velocity.x, out[k+4] = view.velocity.y, out[k+5] = view.velocity.z;
31641
+ out[k+16] = view.lifeTime, out[k+17] = view.age;
30944
31642
  if (view.destroyed)
30945
31643
  out[k+17] = max(out[k+17], out[k+16]); // its life lived: a step short of it can round to just under
30946
31644
  return result;